Ideas for optimizing a whip based character.

Zosmo

First Post
I am designing a reoccurring villain for a campaign. I want him to be as efficient as possible fighting with a whip. If you could lend your thoughts on how to possibly build it I would appreciate it.
Thanks.
 

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Don't use a whip - use a 'whip-dagger', from Arms and Equipment.

Go for disarming/tripping when he's forced into physical combat, whips generally aren't particularly good for actual combat.
He absolutely has to have a group of elite bodyguards.
I recommend a spellcaster of some type, because that will keep him out of melee combat, which, realistically speaking, with a whip, he's not going to be great at.

But, more importantly, more information.
What level(s)? What books are available? Anything other than a whip-user to define this character?
 

javcs said:
Don't use a whip - use a 'whip-dagger', from Arms and Equipment.

Go for disarming/tripping when he's forced into physical combat, whips generally aren't particularly good for actual combat.
He absolutely has to have a group of elite bodyguards.
I recommend a spellcaster of some type, because that will keep him out of melee combat, which, realistically speaking, with a whip, he's not going to be great at.

But, more importantly, more information.
What level(s)? What books are available? Anything other than a whip-user to define this character?

A fighter, however, will be able to get all the feats he'll need to be effective. If you don't go Lasher, whip-dagger is better than a whip, for sure.
 

I'd recommend starting as a Bard, just to get free proficiency and the extra skill points.

Well, actually, I'd recommend staying the hell away from a whip in the first place, but, that's not really an option.

On the other hand, a real spellcaster does sound interesting. Spell-Storing whip, toss things like Empowered Shocking Grasp into it... could be funny. Of course, you have to actually do damage with the whip, which could be a problem.
 

thanks for the quick responses.

1. He has a whip for more of a rp reason than a stat reason. Just to inspire fear. (Simon Belmont was a bad ass was he not?)

2. around 16-18 level. I'm intending him to be the main opposition in the first story arc.

3. lackeys. didn't think of that. any more ideas on this?

4. No real progression in mind, just wanted to hear input from fellow gamers.
 

If you don't want a brawny tripper, you could use a few levels of Factotum (Dungeonscape)

The 3rd level Factotum ability "Brains over Brawn" allows a character to use intelligence for Str and Dex checks. That will work for trip, but not disarm. I can't remember if you can use an Inspiration point to get a bonus equal to your int mod for an opposed check (you can for a lot of abilities)
 

I was browsing through some of my books and remembered the Duskblade class (PHB2). This would give the character some spellcasting, as suggested above, to balance the lack of melee efficiency, but also give the character fighter BAB and decent saves.

As I was reading though I noticed that there was no 0-level spells listed in the Duskblade's spell list. To quote the entry; "You begin play knowing two 0-level spells..." yet there is no 0-level spell list in the spell section. Could anyone help me with this?

Thanks.
 

E.N. Publishing released a pdf book, E.N. Arsenal - Whips, which should meet all your needs. There are feats in there that let you play a whip-wielding fighter without having to take a prestige class. Plus one section covers rules oddities surrounding the whip.

For instance, if you want to fight with two weapons and have one of them be a whip, use a small whip in one hand. If you use a whip that is sized for you, it counts as a one-handed weapon, so with TWF your penalties are -4/-4, but if you use a whip one size smaller, you only take a -2 penalty with your primary hand. You still get -4 with the whip, but you're probably using it for trips, which just require touch attacks.
 

Zosmo said:
As I was reading though I noticed that there was no 0-level spells listed in the Duskblade's spell list. To quote the entry; "You begin play knowing two 0-level spells..." yet there is no 0-level spell list in the spell section. Could anyone help me with this?

Um, what? Acid Splash, Disrupt Undead, Ray of Frost, and Touch of Fatigue. Not exactly a huge or varied spell list, but it's there ... PHB2 pg. 24.

[Edit: Oh--you were probably looking at Chapter 4, New Spells. That lists only the spells that aren't in the PHB: the full Duskblade spell list is at the end of the class description. Confusing, I know, because it's not how it's done in the other books; the D&D standard would have been to list all spells in the Spells chapter, and asterisk the ones that are new & described in the current book. I don't know why they didn't do this with the PHB2.]
 
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